Online play requires Firebase config — see FIREBASE_CONFIG in the page source.
Waiting for the host to start…
First to reach any one of these wins:
| Population 15 | Total pop from all your holdings |
| Income 36 | Gold you collect per turn (fiefs + population). 34 in a two-player game. |
| Conquest | Capture any enemy castle — the game ends at once |
Population and Income are checked at the end of each round. Conquest is instant.
If two houses cross the line in the same round, the one further past it wins.
Every house begins in its own home province (castle must be placed there). There is one province per house and
no neutral middle: provinces touch, so your neighbours are rivals from the first turn. Every house starts the same distance from its neighbours.
Initiative rotates: whoever went first this round goes last next round.
| Holding | Pop | Cost | Notes |
|---|---|---|---|
| Castle | 5 | — | Starting base · supply anchor |
| Village | 3 | 20g | Upgrade from Outpost · supply anchor |
| Outpost | 1 | 20g | Reduces supply cost · NOT a supply anchor |
Income per turn = Fiefs (1g each) + Population (1g per pop)
Example: 6 fiefs + Castle(5) + Village(3) = 14g/turn
Spearman ▲ kills Knight ◆ · Knight ◆ kills Bowman ● · Bowman ● kills Spearman ▲
Same-type ties kill both — unless defender is on Forest, then defender wins.
Bowman vs Bowman at range: both die. Bowman vs Knight at range: no effect.
Path: traces ONLY through your own fiefs — unclaimed tiles block just like enemy tiles.
Cost: 1g/tile to nearest holding (Outposts count). Paid when you click End Turn.
Survival: must reach a Castle or Village. Outpost-only = unit dies.
Quartermaster / paid passage let you cross enemy fiefs (not unclaimed).
Damage ticks at end of round: besieger on the holding + every adjacent enemy unit = 1 dmg each.
Bowmen contribute unless they fired their ranged attack elsewhere this round.
Fighting your way to the adjacent tile still counts — position matters, not how you got there.
Heals +1/round when no enemy unit is on it or next to it.
Walls at 0 + your unit on it = captured at once.
A castle has 5 pop of walls. Siege it to 0 with your unit inside and it is captured — you win on the spot.
Watch the Keep bar for every house: when someone's walls are nearly down, the next enemy unit to walk in ends the game.
Recruiting at a besieged castle fights the besieger immediately (rock-paper-scissors) — the last line of defence.
Outpost (20g): your unit on your fief + 1-tile spacing.
Village (20g): upgrade an Outpost — select the outpost, click upgrade.
Units: one per holding per round, placed at any of your holdings (castle/village/outpost).
Forest ends movement (except during Forced March). River crossing ends movement. Mountain/Lake impassable (lakes freeze during Winter — walk on them).
Knights conquer tiles they pass through — 2-hex move = 2 fiefs claimed.
Symmetric home provinces · Rotating initiative · Conquest replaces the Army win · Income target 36 · Holdings heal only when untouched · Walking onto downed walls captures at once · Brutal AI storms castles at 3–5 players · End Turn warns before units desert · Tips on your first game · Tap a unit to see its moves · 2-player duels · One province per house, no neutral middle